IF YOU HAVE ISSUES, YOU’LL GET A MUCH FASTER RESPONSE BY POSTING ON MY DISCORD ISSUES-AND-BUGS CHANNEL: https://discord.gg/UCmQbCT
This mod adds Warhammer Beastmen into Rimworld. Play the ultimate RimWorld tribal game with this mod!
Here’s a list of some of what it includes, all Beastman themed:
-New races: gor, ungor, cygor, bray shamans, and bullgor, chaos creatures/monsters: warhounds, tuskgor, razorgor, jabberslythes, and spawn, olde growth forest biome, research, magic (Lores of: The Wild, Beasts, Death, Shadow, and Tzeentch), massive herdstone with sacrifices and offerings, pit fights between your pawns, game alterations for beastmen to make them sustainable on meat alone, a unique nutrient paste dispenser like cauldron for cheap easy feeding, making meat into jerky, bonfires, crude furniture, crude workbenches, statues (herdstones), tent walls and doors, backstories, weapons, apparel, magic weapons and items, shields, recreation (axe throwing and drums), Unique events: Nearby Homestead and Nearby Caravan, and more!
Includes custom end game quest. It starts when the herdstone is built, and should be very fun and challenging! Smash Dawi or Empire bases to earn monumental sarsen stone rewards from the Gods of Darkness. Build your own evil version of the Stonehenge. When you’ve received all 8 of the unique sarsen monuments, the Final Destruction quest will fire, and winning that quest will win you the game for the Beastmen.
This mod series will not be released fast. I’m one person, and the amount of work involved is significant. This mod took hundreds hours of work to make, and many more to upkeep and update, no joke.
Последнее обновление: 29.07.21.
Причина: Мод обновлен до версии 28.07.21
Этот мод и последующие расширения предоставят средневековую фэнтезийную версию RimWorld, действие которой происходит в старой вселенной Warhammer Fantasy Battles.
Это базовый мод для серии модов Rimhammer, он закладывает основу для других расширений модов, которые появятся в будущем.
Что делает этот мод в настоящее время:
Пока бушует Буря Хаоса любая пешка, не находящаяся в укрытии, будет иметь новое состояние здоровья, значения которого будут увеличиваться по мере того, как пешка будет подвергаться воздействию шторма.
По мере увеличения Скверны Хаоса, вероятность того, что пешка (не животное) перейдет в ментальное состояние берсерка, возрастает. Если уровень Скверны Хаоса становится достаточно высоким, пешка может превратиться в мерзость: Порождение Хаоса. Если это случилось, то эта пешка считается мертвой, и не может быть спасена.
Пешки, которые видят Порождение Хаоса, получают эффект негативного настроения. Однако, пешки, которые видят мертвого Chaos Spawn, получают всплеск положительного настроения. Если пешка каким-либо образом достигнет уровня Chaos Corruption 100%, не становясь Порождением Хаоса, эта пешка умрет.
Употребление мяса пешками из Порождение Хаоса увеличит их уровень Скверны Хаоса, потенциально вызывая проблемы, связанные с Скверной Хаоса, упомянутые выше. Это также вызовет изменения настроения в негативную сторону.
Животные, подверженные Скверне Хаоса, могут сходить с ума, но они не будут превращаться в Порождение Хаоса.
ПРИМЕЧАНИЕ автора: ДАННЫЙ МОД НЕ СОВМЕСТИМ с DLC ROYALTY.
THE VERSION OF THIS MOD THAT DOES NOT REMOVE TECH FROM THE GAME IS HERE: https://steamcommunity.com/sharedfiles/filedetails/?id=2008718043
This mod is intended to add Warhammer into your RimWorld experience. This mod, and the extensions that come after it, will provide a high medieval fantasy version of RimWorld set in the old Warhammer universe.
This is the base mod for the Rimhammer mod series, and sets up the groundwork for the other mod extensions that will arrive in the future such as the races.
Things that this mod currently does:
Removes everything in the game after the medieval time period. No electricity. No guns (well, some races will have guns later on (i.e. Dwarfs and Empire). No bionics. This includes removing things that would therefore have no game effect, such as solar flares, and tweaking the description on things that are still flavorful, such as toxic fallout. Since the game was not originally designed to stay at a medieval technological time, the mod also adds important things to fill the gaps that vanilla Rimworld left:
-Adds coal as a mineable resource that can be used to fuel stoves, forges, and such.
-Adds a furnace stove that can be used to cook at, as well as keep a room warm.
-Adds a floor brazier that can be used for light, and heat.
-Adds wall sconces for lights, to keep the rooms looking better.s
-Adds two methods of food preservation: pickling (for meat and veggies) and curing (for meats, significantly extends shelf life of meats, but requires some effort).
-Replaces the modern electric smithy with a wood/coal fueled smithy
-Adds chaos monsters as a new hidden faction that will attack your colony. Current list: Chaos Spawn, Razorgor, Jabberslythe, and Tuskgor.
-Adds a new victory quest: Great Chaos Portal Journey. Journey to the great chaos portal, and destory it to save the old world (and win the game)! Finally a medieval game win condition!
-Adds new quests: Nearby Jabberslythe Lair that needs to be cleared out, nearby Small Chaos Portal to destroy.
-Adds Chaos Wastes biome. Makes all non ice sheet tiles around the north and south poles into Chaos Wastes biome rather than what they’d be otherwise. There are settings built in to control how far south the chaos wastes extend.
-Adds a map event called the Chaos Storm. While a Chaos Storm is raging, any pawn not in shelter will have a new health condition applied, which increases the more they are exposed to it. The new health condition is Chaos Corruption. As the Chaos Corruption level increases, the likelihood that the pawn (non-animal) will go into a Berserk mental state rises. If the Chaos Corruption level becomes high enough, the pawn may turn into an abomination; the Chaos Spawn. If that happens: the pawn is considered dead, and can’t be redeemed.
Pawns that see a Chaos Spawn will have a negative mood penalty applied; however, pawns that see a dead Chaos Spawn will get a positive mood boost. If a pawn somehow reaches a Chaos Corruption level of 100% without becoming a Chaos Spawn, that pawn will die.
Eating meat from a Chaos Spawn will increase a pawn’s Chaos Corruption level, potentially causing the Chaos Corruption issues mentioned above, and cause negative mood modifiers.
Animals exposed to Chaos Corruption may go maddened, but will not turn into a Chaos Spawn.
If you’d like to speed up the process of release, please consider supporting me on Patreon. The more support I get, the more motivated I will be to create more races/factions. https://www.patreon.com/SickBoyWI
This mod took many, many hours of work. Special thanks to the Lord of the Rims series for inspiration, and for some great examples to get me going. Also, special thanks to the people at the Ludeon forums who answered my programming/config questions. This series will likely not be released fast. I’m one person, and the amount of work involved is significant. This first mod took easily over forty hours of work.
Super special thanks to Discord users «Dino’s Bar and Grill» for the forge/anvil texture, and Rebelrot for the super sweet chaos spawn and razorgor images!!
1.0.0.30 2019-12-13
========================
Added ability to administer healing potion to downed pawn. Altered config so that trade caravans will carry healing potions and wands of resurrection.
THE VERSION OF THIS MOD THAT DOES NOT REMOVE TECH FROM THE GAME IS HERE: https://steamcommunity.com/sharedfiles/filedetails/?id=2008718043
This mod is intended to add Warhammer into your RimWorld experience. This mod, and the extensions that come after it, will provide a high medieval fantasy version of RimWorld set in the old Warhammer universe.
This is the base mod for the Rimhammer mod series, and sets up the groundwork for the other mod extensions that will arrive in the future such as the races.
Things that this mod currently does:
Removes everything in the game after the medieval time period. No electricity. No guns (well, some races will have guns later on (i.e. Dwarfs and Empire). No bionics. This includes removing things that would therefore have no game effect, such as solar flares, and tweaking the description on things that are still flavorful, such as toxic fallout. Since the game was not originally designed to stay at a medieval technological time, the mod also adds important things to fill the gaps that vanilla Rimworld left:
-Adds coal as a mineable resource that can be used to fuel stoves, forges, and such.
-Adds a furnace stove that can be used to cook at, as well as keep a room warm.
-Adds a floor brazier that can be used for light, and heat.
-Adds wall sconces for lights, to keep the rooms looking better.s
-Adds two methods of food preservation: pickling (for meat and veggies) and curing (for meats, significantly extends shelf life of meats, but requires some effort).
-Replaces the modern electric smithy with a wood/coal fueled smithy
-Adds chaos monsters as a new hidden faction that will attack your colony. Current list: Chaos Spawn, Razorgor, Jabberslythe, and Tuskgor.
-Adds a new victory quest: Great Chaos Portal Journey. Journey to the great chaos portal, and destory it to save the old world (and win the game)! Finally a medieval game win condition!
-Adds new quests: Nearby Jabberslythe Lair that needs to be cleared out, nearby Small Chaos Portal to destroy.
-Adds Chaos Wastes biome. Makes all non ice sheet tiles around the north and south poles into Chaos Wastes biome rather than what they’d be otherwise. There are settings built in to control how far south the chaos wastes extend.
-Adds a map event called the Chaos Storm. While a Chaos Storm is raging, any pawn not in shelter will have a new health condition applied, which increases the more they are exposed to it. The new health condition is Chaos Corruption. As the Chaos Corruption level increases, the likelihood that the pawn (non-animal) will go into a Berserk mental state rises. If the Chaos Corruption level becomes high enough, the pawn may turn into an abomination; the Chaos Spawn. If that happens: the pawn is considered dead, and can’t be redeemed.
Pawns that see a Chaos Spawn will have a negative mood penalty applied; however, pawns that see a dead Chaos Spawn will get a positive mood boost. If a pawn somehow reaches a Chaos Corruption level of 100% without becoming a Chaos Spawn, that pawn will die.
Eating meat from a Chaos Spawn will increase a pawn’s Chaos Corruption level, potentially causing the Chaos Corruption issues mentioned above, and cause negative mood modifiers.
Animals exposed to Chaos Corruption may go maddened, but will not turn into a Chaos Spawn.
If you’d like to speed up the process of release, please consider supporting me on Patreon. The more support I get, the more motivated I will be to create more races/factions. https://www.patreon.com/SickBoyWI
This mod took many, many hours of work. Special thanks to the Lord of the Rims series for inspiration, and for some great examples to get me going. Also, special thanks to the people at the Ludeon forums who answered my programming/config questions. This series will likely not be released fast. I’m one person, and the amount of work involved is significant. This first mod took easily over forty hours of work.
Super special thanks to Discord users «Dino’s Bar and Grill» for the forge/anvil texture, and Rebelrot for the super sweet chaos spawn and razorgor images!!
1.0.0.30 2019-12-13
========================
Added ability to administer healing potion to downed pawn. Altered config so that trade caravans will carry healing potions and wands of resurrection.
This mod is intended to add Warhammer into your RimWorld experience. This mod, and the extensions that come after it, will provide a high medieval fantasy version of RimWorld set in the old Warhammer universe.
This is the base mod for the Rimhammer mod series, and sets up the groundwork for the other mod extensions that will arrive in the future such as the races.
Things that this mod currently does:
Removes everything in the game after the medieval time period. No electricity. No guns (well, some races will have guns later on (i.e. Dwarfs and Empire). No bionics. This includes removing things that would therefore have no game effect, such as solar flares, and tweaking the description on things that are still flavorful, such as toxic fallout. Since the game was not originally designed to stay at a medieval technological time, the mod also adds important things to fill the gaps that vanilla Rimworld left:
-Adds coal as a mineable resource that can be used to fuel stoves, forges, and such.
-Adds a furnace stove that can be used to cook at, as well as keep a room warm.
-Adds a floor brazier that can be used for light, and heat.
-Adds wall sconces for lights, to keep the rooms looking better.s
-Adds two methods of food preservation: pickling (for meat and veggies) and curing (for meats, significantly extends shelf life of meats, but requires some effort).
-Replaces the modern electric smithy with a wood/coal fueled smithy
-Adds chaos monsters as a new hidden faction that will attack your colony. Current list: Chaos Spawn, Razorgor, Jabberslythe, and Tuskgor.
-Adds a new victory quest: Great Chaos Portal Journey. Journey to the great chaos portal, and destory it to save the old world (and win the game)! Finally a medieval game win condition!
-Adds new quests: Nearby Jabberslythe Lair that needs to be cleared out, nearby Small Chaos Portal to destroy.
-Adds Chaos Wastes biome. Makes all non ice sheet tiles around the north and south poles into Chaos Wastes biome rather than what they’d be otherwise. There are settings built in to control how far south the chaos wastes extend.
-Adds a map event called the Chaos Storm. While a Chaos Storm is raging, any pawn not in shelter will have a new health condition applied, which increases the more they are exposed to it. The new health condition is Chaos Corruption. As the Chaos Corruption level increases, the likelihood that the pawn (non-animal) will go into a Berserk mental state rises. If the Chaos Corruption level becomes high enough, the pawn may turn into an abomination; the Chaos Spawn. If that happens: the pawn is considered dead, and can’t be redeemed.
Pawns that see a Chaos Spawn will have a negative mood penalty applied; however, pawns that see a dead Chaos Spawn will get a positive mood boost. If a pawn somehow reaches a Chaos Corruption level of 100% without becoming a Chaos Spawn, that pawn will die.
Eating meat from a Chaos Spawn will increase a pawn’s Chaos Corruption level, potentially causing the Chaos Corruption issues mentioned above, and cause negative mood modifiers.
Animals exposed to Chaos Corruption may go maddened, but will not turn into a Chaos Spawn.
Implement the various races present in the Warhammer Fantasy world.
I will try to add all the races from Warhammer as playable races, with loads of extras and themed items/quests: Lizardmen, Orcs and Goblins, High Elves, Dark Elves, Daemons of Chaos, Chaos Mortals, Skaven, The Empire, Bretonnia, and so on. The human factions may be combined into one release. We may even add a few of the lost races like the Fimir if we get far enough. We will be adding magic, beast riding, and etc as well. Every race will have their own special attributes/effects that reflect how they are in the Warhammer universe.
If you’d like to speed up the process of release, please consider supporting me on Patreon. The more support I get, the more motivated I will be to create more races/factions. https://www.patreon.com/SickBoyWI
This mod took many, many hours of work. Special thanks to the Lord of the Rims series for inspiration, and for some great examples to get me going. Also, special thanks to the people at the Ludeon forums who answered my programming/config questions. This series will likely not be released fast. I’m one person, and the amount of work involved is significant. This first mod took easily over forty hours of work.
Super special thanks to Discord users «Dino’s Bar and Grill» for the forge/anvil texture, and Rebelrot for the super sweet chaos spawn and razorgor images!!
1.0.0.25 2019-09-07
========================
Added sharpened stakes security buildings.
1.0.0.24 2019-09-07
========================
Tweaked cured and pickled foods. They can now be used to cook meals, and uncured/unpickled foods won’t be on by default for meal jobs. Added bulk curing and pickling vats, and additional research to unlock them. Added bulk jobs for making cures and pickling.
1.0.0.23 2019-09-02
========================
Updated caravans so that they will carry coal, and may carry magical artifacts.
1.0.0.22 2019-08-31
========================
Added new event: Found Abandonded Technology. Similar to vanilla Space Ship Chunks Drop; the discovered items can be disassembled for components and steel. Added horse.
1.0.0.21 2019-08-30
========================
Added menu categories for various things to simplify finding things in the menus (for instance chaos corpses). Combined the meat of all chaos beasts into one type of meat: chaos meat. Excluded all chaos meat from the cook jobs by default.
1.0.0.20 2019-08-23
========================
Added new end game quest: Great Chaos Portal. Added new monsters to chaos monsters faction: Jabberslythe and Tuskgor. Added two new map quests: Jabberslythe Lair, and Small Chaos Portal. Added three magical artifacts: Wand of Resurrection, Potion of Healing, and Rod of Flaming Death. Retextured the Anvil/Forge. Changed how harsh the Chaos Storm is, pawns will turn into spawns less, and go berserk less. Increased the lifespan of pickled and cured foods.






